This study implements a case study in order to investigate the behavior of Korean college students as digital natives. Our finding is that most of Korean college students show the dependency to digital technologies in terms of affective dependence to ...
This study implements a case study in order to investigate the behavior of Korean college students as digital natives. Our finding is that most of Korean college students show the dependency to digital technologies in terms of affective dependence to digital technologies. In the area of game-preference behavior, a considerable portion of first and second interviewees indicates that they tend to play diverse kinds of video games. However, some of junior and senior interviewees do not show the equivalent fever in the digital entertainment. In case of multi-tasking behavior, responses are, broad-speakingly, categorized into three groups: first group where participants shows multi-tasking behavior; second group where participants do not show multi-tasking behavior; third group where participants show multi-tasking behavior depending on the nature of activities. In view of the fact that Korean students have been surrounded by digital technologies, there is a distinctive segment of college students who do not enjoy multi-tasking behavior. Our findings suggest that there are heterogenous pattern in multi-tasking behavior. On the choice between the monitor and book, all of students are known to choose the computer monitor instead of visiting the library and finding books containing the necessary information to write a report. In the realm of the side effect of the Internet, a couple of students reply that they recognize the side effect of the Internet such as security problem.